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PixelDefense/engine/libs/flecs/examples/cpp/relationships/union/src/main.cpp

84 lines
2.4 KiB
C++

#include <union.h>
#include <iostream>
// This example shows how to use union relationships. Union relationships behave
// much like exclusive relationships in that entities can have only one instance
// and that adding an instance removes the previous instance.
//
// What makes union relationships stand out is that changing the relationship
// target doesn't change the archetype of an entity. This allows for quick
// switching of tags, which can be useful when encoding state machines in ECS.
//
// There is a tradeoff, and that is that because a single archetype can contain
// entities with multiple targets, queries need to do a bit of extra work to
// only return the requested target.
//
// This code uses enumeration relationships. See the enum_relations example for
// more details.
enum Movement {
Walking,
Running
};
enum Direction {
Front,
Back,
Left,
Right
};
int main(int argc, char *argv[]) {
flecs::world ecs(argc, argv);
ecs.component<Movement>().add(flecs::Union);
ecs.component<Direction>().add(flecs::Union);
// Create a query that subscribes for all entities that have a Direction
// and that are walking
flecs::query<> q = ecs.query_builder()
.with(Walking)
.with<Direction>(flecs::Wildcard)
.build();
// Create a few entities with various state combinations
ecs.entity("e1")
.add(Walking)
.add(Front);
ecs.entity("e2")
.add(Running)
.add(Left);
flecs::entity e3 = ecs.entity("e3")
.add(Running)
.add(Back);
// Add Walking to e3. This will remove the Running case
e3.add(Walking);
// Iterate the query
q.iter([&](const flecs::iter& it) {
// Get the column with direction states. This is stored as an array
// with identifiers to the individual states
auto movement = it.field<flecs::entity_t>(1);
auto direction = it.field<flecs::entity_t>(2);
for (auto i : it) {
// Movement will always be Walking, Direction can be any state
std::cout << it.entity(i).name()
<< ": Movement: "
<< it.world().get_alive(movement[i]).name()
<< ", Direction: "
<< it.world().get_alive(direction[i]).name()
<< std::endl;
}
});
// Output:
// e3: Movement: Walking, Direction: Back
// e1: Movement: Walking, Direction: Front
return 0;
}